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> FEAR OF GOD use it with proxy and shopped life, DOnt use it in linden grid but if you must protect your self
post Oct 16 2009, 08:39 PM
Post #1

aliz123



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Group: Elite Members
Posts: 89
Joined: 20-February 09
Member No.: 843,883






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The FEAR OF GOD is an attempt to create a heavily modular weapon capable of inflict lulz on a large scale. It is a modification of several scripts and concepts into one weapon.

When activated, FEAR OF GOD will attempt to attack the first thing it sees within range, often clustering around them and beating them into the ground. Please note that as of this version, that also includes the owner, so it is advisable to fire them out of a projectile weapon such as the Dead ###### Cannon.

Instructions
Make sure to do this in a noscript area, as once this activates, it will be impossible to deactivate it.

Rez a cube.
Build a new script.
Copy Script 1 and Change the options you want to change, then save.
Insert script into cube.
Copy the Follow script. More scripts = More aggressive following.
Insert the scripts into the cube.
Take cube.
Example Modes
For these, replace the "SETTINGS" section with the following.

Cosby / FEAR OF GOD


string texture = "3a34745f-bff7-090e-64cd-47bcf5ff3918";
string sound = "04eb7b5a-dcc2-1485-b1b4-137da2791502";

integer useparticles = TRUE;
string particle = "605B6944-55A3-AF37-7427-22873C066E04";

integer anim = TRUE;
integer rowframe = 6; // How many rows there are. (up and down).
integer colframe = 8; // How many columns there are. (left to right).
integer framerate = 30.0; // Framerate. Higher means faster obviously.
Mario / FEAR OF PLUMBERS


string texture = "808ab5ee-1c33-45bb-76db-0617a2800074";
string sound = "e5e45765-531c-e2c7-0cf5-76a8cc974bdf";

integer useparticles = TRUE;
string particle = "822adea8-b77b-5ddc-150f-5d0dd8845f11";

integer anim = TRUE;
integer rowframe = 2; // How many rows there are. (up and down).
integer colframe = 4; // How many columns there are. (left to right).
integer framerate = 10.0; // Framerate. Higher means faster obviously.
Script 1 - Settings


//////////////////////////////////////////////////////////
// FEAR OF GOD //
//////////////////////////////////////////////////////////
// By ANONYMOUS //
//////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////
// SETUP //
//////////////////////////////////////////////////////////


// RANDOM MODE
//////////////////////////////////////////////////////////
// Setting Random equal to TRUE will make it randomly //
// select a mode to use after firing the weapon. //
//////////////////////////////////////////////////////////

integer random = TRUE;

// KILLER
//////////////////////////////////////////////////////////
// Using /channel code will destroy the FEAR OF GOD //
// cubes. Make sure to change this as the Lindens will //
// probably start looking for it. //
//////////////////////////////////////////////////////////

integer channel = 555;
string code = "SHITCOCK";

// SETTINGS
//////////////////////////////////////////////////////////
// Default settings are Cosby mode. Here you can change //
// the texture, sound, and the particle that will be //
// used, as well as the row, column, and framerate if //
// the cube has an animated texture. If it's not //
// animated, leave anim equal to FALSE. //
// //
// If you want to use particles, set use.particles to //
// TRUE. //
//////////////////////////////////////////////////////////


string texture = "3a34745f-bff7-090e-64cd-47bcf5ff3918"; // Default is FEAR OF GOD
string sound = "04eb7b5a-dcc2-1485-b1b4-137da2791502"; // Default is WORLD, HOLD ON

integer useparticles = TRUE;
string particle = "605B6944-55A3-AF37-7427-22873C066E04"; // Default is JELLOWNED

integer anim = TRUE;
integer rowframe = 6; // How many rows there are. (up and down).
integer colframe = 8; // How many columns there are. (left to right).
float framerate = 30.0; // Framerate. Higher means faster obviously.

//////////////////////////////////////////////////////////
// Don't change ###### below this line here unless you //
// know what you are doing. //
//////////////////////////////////////////////////////////


list modes = ["cosby", "mario", "america", "superwaha"];

lolrandom()
{
modes = llListRandomize(modes, 1);
integer T = llCeil(llFrand(llGetListLength(modes)));
string mode = llList2String(modes, T);
if(mode == "cosby")
{
texture = "3a34745f-bff7-090e-64cd-47bcf5ff3918";
anim = TRUE;
rowframe = 6;
colframe = 8;
framerate = 30.0;
sound = "04eb7b5a-dcc2-1485-b1b4-137da2791502";
particle = "605B6944-55A3-AF37-7427-22873C066E04";
}
if(mode == "superwaha")
{
texture = "1ff5d40e-b724-df5c-9e4f-1fb22a682ace";
anim = TRUE;
rowframe = 1;
colframe = 3;
framerate = 15.0;
sound = "035a2ee9-c2d5-8030-8987-bc76fc6716c6";
particle = "2190b66f-82fe-b947-3bc9-0be3b4fa26ae";
}
if(mode == "america")
{
texture = "26cefe67-ed75-da08-6c3d-f0f80c0aa2c7";
anim = FALSE;
sound = "edd87420-6c97-b61f-9a53-3703d748aec6";
particle = "d4f9690b-ad01-df30-859e-83e0c83f0f0f";
}
else if(mode == "mario")
{
texture = "808ab5ee-1c33-45bb-76db-0617a2800074";
anim = TRUE;
rowframe = 2;
colframe = 4;
framerate = 10.0;
sound = "e5e45765-531c-e2c7-0cf5-76a8cc974bdf";
particle = "822adea8-b77b-5ddc-150f-5d0dd8845f11";
}
}


// PARTICLE SYSTEM
//////////////////////////////////////////////////////////

// Mask Flags - set to TRUE to enable
integer glow = FALSE; // Make the particles glow
integer bounce = TRUE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = FALSE; // Particles turn to velocity direction

// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_EXPLODE;

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";

// Particle paramaters
float age = 999999; // Life of each particle
float maxSpeed = 10; // Max speed each particle is spit out at
float minSpeed = 5; // Min speed each particle is spit out at
//particle = "";// Texture used for particles, default used if blank
float startAlpha = 1; // Start alpha (transparency) value
float endAlpha = 1; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles <R,G,B>
vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <20,20,20>; // Start size of particles
vector endSize = <20,20,20>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,-50>; // Force pushed on particles

// System paramaters
float rate = 0.1; // How fast (rate) to emit particles
float radius = 50.001; // Radius to emit particles for BURST pattern
integer count = 400; // How many particles to emit per BURST
float outerAngle = 1; // Outer angle for all ANGLE patterns
float innerAngle = 0; // Inner angle for all ANGLE patterns
vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// Script variables
integer flags;

updateParticles()
{
flags = 0;
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;

llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, particle,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}

default
{
on_rez(integer params)
{
llResetScript();
}
state_entry()
{
llListen(channel, "", llGetOwner(), "");
llSetScale(<2,2,2>);
if (random == TRUE) lolrandom();
llSetStatus(STATUS_ROTATE_Z, FALSE);
llSetStatus(STATUS_PHYSICS, TRUE);
llSetTexture(texture, ALL_SIDES);
if(anim == TRUE)
{
llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, colframe, rowframe, 0, 0, framerate);
}
if(anim == FALSE) { llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, 0, 0, 0, 0, 0); }
llLoopSound(sound, 1);
if (useparticles == TRUE) updateParticles();
}

listen(integer channel, string name, key id, string message)
{
if(message == code)
{
llDie();
}
}
}
Script 2 - Follower


default
{
state_entry()
{
vector pos = llGetPos();
llSleep(0.1);
llMoveToTarget(pos,.1);
llSensorRepeat("","",AGENT,200000,7000*PI,.4);
}

sensor(integer total_number)
{
vector pos = llDetectedPos(0);
vector offset =<-1,0,1>;
pos+=offset;
llMoveToTarget(pos,.1);
}
}
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